#ifndef M_TRANSLUCENT_MATERIAL
#define M_TRANSLUCENT_MATERIAL
#include"material.h"
#include"../BxDF/Specular.h"
//class GlassMaterial :public Material
//{
//private:
//	const bool isTrans;
//	const Float eta;
//public:
//	GlassMaterial(Float eta, bool isTrans = false) :eta(eta), isTrans(isTrans) {}
//	shared_ptr<BSDF> createBSDF(Spectrum &color, P3 &norm, TransportMode mode)
//	{
//		shared_ptr<GlassBSDF> bsdf(new GlassBSDF(norm, eta));
//		bsdf->addBxDF(new SpecularReflection(color));
//		if (isTrans)
//			bsdf->addBxDF(new SpecularTransmission(eta, color));
//		return bsdf;
//	}
//
//};
#endif // !M_TRANSLUCENT_MATERIAL
